User:Somebuddystolemytoast

556 editsJoined 12 May 2022

Anti-Air
Key Anti-Air Normals

To stuff opponents aerial approaches

input damage guard startup active recovery onBlock attribute invuln
5B 550 Mid 8 3 18 -4 B
2A 300 Low/Air 7 2 12 -2 F
2C 850 Mid 11 6 22 -11 B 7~13 H

Naoto has at his disposal a good amount of normals that can work as anti-airs to protect himself for any aerial approarch or any opponent's attempt to reset pressure with an IAD. These normals are:

  • 5B, which has good vertical range paired with a disjoint on the upper part of the kick
  • 2C, which possesses Head invulnerability
  • 2A, thanks to its low profiling hurtbox.

5B is an advancing fast kick aimed high with a disjoint on his leg. 5B's speed and angle allows Naoto to quickly cover his frontal air space with a disjointed hitbox to avoid IADes in pressure or falling air normals. However, 5B lacks any Head invulnerability during its duration, so it's best to use it as a preemptive anti-air normal.


2A is a low hitting kick with low profiling properties. 2A comes in clutch as a way to low profile air normals, so instead to hitting them, it makes the opponent whiff completely. Since its also self cancellable on whiff, 2A gives Naoto the capacity to target landing recoveries.


2C is Naoto's primary anti-air. Boasting great vertical damage, fast start-up and Head attribute invulnerability, 2C is Naoto's main way to make the opponent suffer from reckless air approaches. Although its horitzontal reach is extremely lacking, 2C has strong hitconfirms into damaging combo routes.

Grounded Footsies
The grounded neutral RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.

The footsies structure

input damage guard startup active recovery onBlock attribute invuln
5C 800 Mid 12 4 18 -3 B
2B 480 Low 8 3 15 -4 F
6B 750 All 17 4 4+12 -1 H 5~24 FT
3C 780 Low 11 4 17 -4 F
214A 8A 0, 1426×2 Unblockable (120) 15 [5] 5 28 T 1~19 HB [1~9 HB]

Naoto is a mobility character. This means that Naoto is best rewarded when he stuffs extended hurtboxes (startup) and whiff punishes retracting hurtboxes (recovery), rather than challenging pokes head on. With that in mind, Naoto's neutral revolves around:

  • Dashing 2B/3C - ate-waza. Use dashing normals to force your turn.
  • Waiting 3C/5C - oki-waza. Use your long C buttons to cover space and hit extended hurtboxes.
  • Reactionary Sway/6B - sashi-kaeshi. Use your attribute invulnerable moves to beat the moves your opponent uses.


Therefore, Naoto's neutral can be broken down into three options: Dash-in and attack, Attack preemptively, and Dodge and counter. This three options create a RPS situation, where Naoto is either forcing his turn with dashing normals, using his biggest normals to hit the opponent trying to get closer, or making the opponent's move to whiff and then Counter Hit them. Knowing how to properly use this options and how to avoid getting predicted increases the possibilty to get in and start Naoto's exhaustive pressure or to get a stray hit and deal great amounts of damage.

Drives and Enhanced Specials
Naoto's Neutral Tools

How to use his long ranged Drives and far reaching specials

input damage guard startup active recovery onBlock attribute invuln
5[D] 1350 Guard Break 24 [34]/Barrier 40 [28] 5 18 -1 B
2[D] 1350 Guard Break 24 [34]/Low Barrier 44 [32] 5 18 -1 F
6[D] 1500 Guard Break 24 [34]/Barrier 48 [36] 6 17 -1 B
214D 1000 All 15 [13] 3 23 -9 [-7] B
214A 39 [37] 1~30 HBP
[1~26 HBP]

Naoto has at his disposal specific tools that he can use to get the most out of a neutral situation. These tools also double sometimes as specific match-up neutral tools, so learning how to use them properly will grant Naoto more opportunities to win the neutral and run his pressure.


EnKaid (En214D): One of Naoto's most used specials in neutral. It's fast, disjointed and travels about 3/4 of the screen. It allows Naoto to move quickly through the screen while covering himself with a large disjointed hitbox. Although the move is unsafe on block, the opponent won't be able to punish it unless Naoto ends point-blank to him. Against characters like  Rachel, EnKaid allows Naoto to disable George
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while closing the gap between him and Rachel, and potentially hitting her trying to set up Lobelias
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.
EnSway (En214A): A strong tool that should not be abused of, since it has its weaknesses and improper use of it can dispose of the round. Loaded with 26 frames of invulnerabilty and travelling about 1/2 of the screen, EnSway is meant to be Naoto's response to opponents who like to zone and keep Naoto away from getting close. However, EnSway doesn't have Foot invulnerabilty, so large low pokes like  Kokonoe 3C
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or large pokes with Foot attribute like  Kagura 2C
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will beat predictable EnSway approaches.

Charged Drives: Not as useful or common like the other listed tools, since all Charged Drives have lengthy startup, but they have their uses.

  • 5[D]: The fastest out of all Charged Drives with 40 frames of startup. Since it's the fastest of all of them, it's the most used one. It's a large disjointed poke that covers 1/2 of the screen that can Guard Break, and if close enough, Naoto can cancel it into 214A > EnRekka~B for a combo.
  • 2[D]: Has less use than 5[D] in neutral since its a little slower (44 frames of startup), but it comes with some differences. First of all, is a large disjointed low attack that can also cause Guard Break. Before throwing out the sword, Naoto will slightly move forward, giving it a little more range than 5[D]. Since Naoto charges the move crounching, it gives him some low profile hurtbox, yet it's not a reliable option.
  • 6[D]: The slowest of the Charged Drives with 48 frames of startup, it's also the most dangerous of them. Naoto throws out a slice of blood in an angle that covers a great amount of air space, but that's not all this move has to offer. 6[D] is a Fatal Dtarter with 1500 of base damage and great proration. Landing it on neutral is practically impossible due to the startup, but if Naoto manages to land it, all routes deal over 5k damage.

Fully Invulnerable Options
Naoto's Invulnerable Reversals

Big callouts on defense

input damage guard startup active recovery onBlock attribute invuln
623D 700×2
[700, 450×4]
Mid, All [Mid] 9 3,10
[3,3,3,2,2]
38+16
[29+16]
-45 [-28] B 1~17 All
632146B 2000 [2400] {1800 [2160]} All 5+(50 Flash)+2 10 23 -11 B 1~6 All
7~16 P
632146D 1300, 2719
{1300, 1900, 2200}
All 4+(40 Flash)+9 1 48 -18 B 1~27 All

These f1 full invulnerable reversals that will beat high commit meaties on wake-up are:


623D Inferno Crusader (air OK) - standard meterless option; fantastic startup and hitbox, but can be airdashed over before actives kick in.


632146B Divine Smasher (air OK) - horizontal reversal (startup only; projectile invul travel)


632146D Divine Reaper - 13f startup, most amount of invulnerability frames of the three options and great range. Will stuff backdashes on your wake-up to bait DP.


6A+B in blockstun - Standard CA. Fantastic vertical/horizontal hitbox, hardest to bait and difficult to stuff

Partially Invulnerable Options
Naoto's partially invulnerable moves

Useful options that should be used sparingly

input damage guard startup active recovery onBlock attribute invuln
6B 750 All 17 4 4+12 -1 H 5~24 FT
214A 39 [37] 1~30 HBP
[1~26 HBP]
214A 8A 0, 1426×2 Unblockable (120) 15 [5] 5 28 T 1~19 HB [1~9 HB]

Naoto has access to half attribute invulnerable moves that have situational uses, like:


214A Shift Sway - Loses to throws and foot attribute moves. Has Head, Body and Projectile invulnerability. It is used as a neutral first response to gain frame advantage by making zoning attempts whiff, and potentially dash cancelling into either EnKaid/EnRekka(1) to press further advantage or cancelling into a risky reversal to beat Abare An attack during the opponent's pressure, intended to interrupt it. options.

  • 214A~8A Phantom Pain - Shift Sway's follow-up, Phantom Pain has Head and Body invulnerability but it loses Projectile invulnerability despite Shift Sway having Projectile invulnerability.

Invulnerability on both moves start from frame 1.


6B - The complete opposite of Shift Sway, this carries invulnerability against Foot and Throw attribute, starting from frame 5 instead of frame 1

Stagger Pressure
Naoto's Basic Pressure

Establish the rhythm of the offense

input damage guard startup active recovery onBlock attribute invuln
2A 300 Low/Air 7 2 12 -2 F
6B 750 All 17 4 4+12 -1 H 5~24 FT
j.B 580 High/Air 9 6 13 H
j.C 900 High/Air 10 6 12 H

2A low profiles 5f 5As, such as  Ragna 5A
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or  Jin 5A
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. 6B beats all 2As abare attempts. 5AA beats mashing, trades in Naoto's favor and has great reward as a Counter Hit starter. All of Naoto's A normals are extremely safe on block, meaning that they are perfect as pressure resets. They also cancel into throw. 6B is throw invulnerable and -1 on block. If they throw OS, you’re +/-0 on block. 5AA’s throw cancel will be most likely to connect after being IB’d.

Outside of the A gatling table, 5B and 5C both have jump cancel windows, allowing Naoto to use air normals like j.B and j.C to force the opponent to block high.

Dash Cancel Reset
Naoto's Drive Pressure

Use the dash cancels on offense

input damage guard startup active recovery onBlock attribute invuln
5D 900 Mid 20 [18] 5 18 -2 B
2D 900 Low 22 [20] 5 18 -2 F
214A 39 [37] 1~30 HBP
[1~26 HBP]

All of Naoto's Drive normals are dash cancellable from frame 10 onwards, allowing Naoto to go for a pressure reset or to frame trap with Enhanced specials, like En236B. Be aware that Naoto can be hit during the dash cancel of the Drive if done predictably. Shift Sway (214A) can be used with the same purpose, since it's dash cancellable from frame 9 onwards and possesses partial invulnerability.

Rekka RPS Pressure
Naoto's Banishing Fang pressure

Naoto's options out of a blocked 236B/En236B

input damage guard startup active recovery onBlock attribute invuln
236B 700 All 13 3 17 -3 B

236B and its Enhanced version allows Naoto easily frametrap the opponent. A blocked 236B is -3 on normal block, which creates a RPS situation. The options Naoto has are:


Blocking: Low risk/low reward, protects against any kind of abare or DP attempt


Pressure reset: moderate risk/good reward, allows Naoto to keep his pressure up


236B236B frametrap: high risk/high reward, Fatal Counter starter, although 236B236B is -7 on block

Frame Trap Pressure
Naoto's Basic Frametraps

Catch the opponent trying to scape from the pressure

input damage guard startup active recovery onBlock attribute invuln
623D 700×2
[700, 450×4]
Mid, All [Mid] 9 3,10
[3,3,3,2,2]
38+16
[29+16]
-45 [-28] B 1~17 All
632146B 2000 [2400] {1800 [2160]} All 5+(50 Flash)+2 10 23 -11 B 1~6 All
7~16 P
632146D 1300, 2719
{1300, 1900, 2200}
All 4+(40 Flash)+9 1 48 -18 B 1~27 All

Naoto relies on both staggers and frametraps. His most common frametraps use either 236B or Drives. Some examples of these frametraps are:

  • 5D/2D > 66EnRekka(1) being a 1-2f gap
  • 5C > 5D being a 2f gap
  • 5C > 2D being a 4f gap
  • 5D > 2D being a 2f gap
  • Most importantly 2D > 5D being absolutely un-mashable, having a 0f gap